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Wiimeiser

NAM 31 Central Bug Tracker Thread

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Do a reinstall and uncheck the box for Project Symphony.  It is called something like "maxis highways override" which is rather a silly title.


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Yep that did the trick! My maxis highways/interchanges are back and the fences next to the El rail are gone. This new installer process is actually a much better way of installing/reinstalling NAM especially with the hundreds of individual components you might want to add/remove so please keep it for the future releases. Thanks guys!

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It is called something like "maxis highways override" which is rather a silly title.

 

I argued for "Project Symphony" to be used and not "Maxis Highway Override" since that's what people were familiar with, but I lost that argument since I wasn't the one making the installer.

 

I lost a similar argument over Moonlight's Shinkansen Mod.

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Well, any reason why those automatic MHW over MHW overpasses weren't converted to PS? Too complicated?  :)


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Nope. Just too much work. This would mean that we have to convert hundreds of unique models, which is really tedious...

Besides, there's still duplicate functionality in Symphony to counter-act that.


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If you want, later on in the installer there is also a retexture option for Maxis highways that makes them into blacktop.  Works very well.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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If you want, later on in the installer there is also a retexture option for Maxis highways that makes them into blacktop.  Works very well.

 

And if you have trouble finding it, it's under "Road Textures" in the last section.

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Thanks for that.  I really like the blacktop option.  Makes the maps much nicer.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

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Downloaded and tested the new NAM today:

 

The first lines are in norwegian, as supposed to, but then it shifts into some incomprehensible (finnish?) babble. I guess some language file is missing?

 

Edit: Sorry, the attachment can be found here:

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We are nearing completion on NAM 31.1, but we're in need of a little additional assistance from the users who experienced CTDs while saving with NAM 31 in their Plugins.  I have a test controller (Build r177), which is close to being the final build.  It has a RUL2 file that's been reduced by about 500,000 lines, and we're trying to make sure that it's actually going to solve the problem.  Drop me a PM if you are a "crashee" and are willing to participate in the test.

 

Thanks,

Tarkus

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TSCT installed with NAM 31.  I have had the occasion to run this program today for the first time, and to my surprise I find that the user window cannot be resized and that material in the window extends off the right hand border.  Not nice, fellows!  All I want to do is see what's missing.  Here is a screen shot.

 

qCWUdtA.jpg

 

I've contacted the person who programmed the TSCT to see if he can make it resizable.  Meanwhile, there's a wonderful little program called ResizeEnable that allows you to resize just about any window; I've verified that it works for the TSCT.  So you might want to give that a try for now.

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@z1:  Thank you.  There are some other programs that have this same problem.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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Well, here's a howdy-do.  I haven't done anything special except to add Mandelsoft's latest ploppable building (Insurance Co.) and use it, and now, I am getting crash on exit to region with or without save.  The save goes, then a CTD.  I don't think its a problem with Maarten's building, but something to do with a memory leak, perhaps.  I don't know if this was previously reported, but V31 is the only real major change.  Is it possible that something is overlaying some part of the text of the program?


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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No, this is the size issue.  What CPU are you using, and how much memory do you have?

 

Send Tarkus a PM, and he'll get you the NAM 31.1 network controller and a patch that should fix things.  We're about to release NAM 31.1, so we'd like to verify that it fixes all these problems.

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No, this is the size issue.  What CPU are you using, and how much memory do you have?

 

Send Tarkus a PM, and he'll get you the NAM 31.1 network controller and a patch that should fix things.  We're about to release NAM 31.1, so we'd like to verify that it fixes all these problems.

I thought this was only on Intel processors.  I am running AMD Athlon II X2 245 Processor with 2 x 2GB DIMM 667 MHz (1.5 ns) RAM.  My system monitor indicates that 512 MB of this is reserved for shared use.

 

Do you really think this is worth running this test?  I will if you think so.


Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
JohnNewSig.gif
"We have met the enemy, and he is us" - Walt Kelly

Come join us at the Moose Factory

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Two last-minute issues:

 

 

 

konradshohe28jan2613654.th.png

Wiimeiser, could you clarify the issue for the second image? (the first pic looks like either a plugin conflict or an IID conflict with an arrow replacement mod).

I can't see anything overtly wrong with those paths (that is TLA-7 for LHD, right?). Clarifying the problem will ensure that it is addressed by the NAM Team. Otherwise they don't really have any way of knowing what you're referring to.


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No, this is the size issue.  What CPU are you using, and how much memory do you have?

 

Send Tarkus a PM, and he'll get you the NAM 31.1 network controller and a patch that should fix things.  We're about to release NAM 31.1, so we'd like to verify that it fixes all these problems.

I thought this was only on Intel processors.

 

That's what we originally thought.  But we've since had occasional reports from AMD users as well.

 

Do you really think this is worth running this test?  I will if you think so.

 

Yes; this definitely seems to be a NAM problem, and we'd like to get these crashes fixed before we ship NAM 31.1.

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    For the first image the US textures and mirrored Euro textures are superimposed on top of each other.

    For the second, the T-intersection is missing paths on the farthest tile and I did drag it out (as the textures changed), although it's not a serious issue as traffic can apparently still get on and off via the middle tile.

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    although it's not a serious issue as traffic can apparently still get on and off via the middle tile.

     

    That's how it's intended to work.

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    Not sure if this is a NAM issue, I do not think it is, but anyway.

     

    I have been working for 2 days as of today on this RHW network for this region.  I get to this map and all the problems I had using the curves for RHW 4S and getting them to run together well and interlock with diagonal RHW 4S are now looking like a child's play.  I got to this large river and I decided I needed to cross it.  The terrain was first levelled on both sides.  Then I levelled both sides to sea level and increased the height to make them match up on both sides by using hole diggers, I raised them twice with the "15m up" piece and then flattened the area to give a nice look to it and give me space to work.  I also made absolutely certain that all my edges were sharp and clean from top(the edge) all the way down to the river floor, all nice crisp clean edges.  I did my terrain editing from the "water pollution" data view so I could get the best look under water I possibly could, this ensures that my edges are absolutely clean and that both banks mirror each other.  Checked, checked and rechecked.  All was good and going according to plan.

     

    I then drew the north bridge across and this was perfect.  No problems at all.  I got bridge foundations on both banks and it looks perfect.  I now go to draw my south bridge.  This is where things get really screwy here.  I did exactly(and I mean it too) what I did for the north bridge in every detail but on the other side of the river because I cannot drag RHW bridges in the opposite direction of the direction that RHW is travelling.  My south bridge does this funky thing, it doesn't even have a bridge foundation.  Without a bridge foundation this bridge will collapse(not really, it's only a game but still).  I bulldozed it, redrew it, raised it, changed camera angles, redrew it again and again and again, I have been redrawing this bridge now for hours.

     

    I have decided for the time being it will remain as it is, until I can find some help.  Pictures below

     

    East bank, south bridge, no bridge foundation, I could not get the bridge to connect to the first tile no matter what I did, it just would not do it.

    simcity4201304110953444.jpg

     

    The West bank, south bridge, same deal here, the bridge will not allow me to draw it from the first tile, I get to the opposite bank and the bridge draws red, will not allow me to build it.

    simcity4201304110953520.jpg

     

    Also, I would like to mention that when I used my heavy railroad to grade the slope(originally, on each side was a 7X8 tile sharp plateau, terraformed to perfection), the railroad did not grade correctly as it had on East bank.  This West bank has given me nothing but problems.

     

    I would also like to mention that those small sections of street used to flatten the terrain there were not there when I was building the bridges.  In fact 7 tiles back from the edge of the bank were actually the same height of the terrain at the edge where the bridge leaves and joins the banks.  Like I said above it was 8X7, this gave me 2 spaces, one for each bridge, 2 spaces on the outside of each bridge so there would be no terrain issues, also so I can add some decoration later  and slope the sides down to those decorations as you can see in the pictures I already sloped it down, I can change it back at a whim, and lastly, a 2 space gap in the middle separating the bridges, I did not want a 1 tile separation because that would make the split of the RHW 4S below look funny as there is no reason for them to split at all except for the fact we have to workaround to get our RHW bridges(or any bridges to build next to each other) to work at all, So I am leaving 2 spaces to make it symmetrical and also so I can work with it and do something with it/inside it at a later date.

     

     

    One more thing I would like to mention as noted in the title of this thread.  I cannot get "DrawPaths" to work on this map, it works fine on the other 3 or four maps I have completed theRHW in, but not this one.  Other cheats seem to work though, just not "DrawPaths".  I did let the time play out for a bit so I could get my street tiles in traffic view in the region view to show as streets,t hey were showing as RHW, I let the time play a little and pulled up my data views and made sure the data registered.  Still the "DrawPaths" will not work, but I can cheat myself some money, not that I want to or need to, just that other cheats will work but not "DrawPaths".

     

     

    The purpose of this thread:  

     

    To get answers as to why the south bridge will not draw properly.

    To root out a solution and to fix the south bridge so that I can have my bridge foundations.

    To get DrawPaths to work on this large city tile.

     

    Optional:

     

    To find a reason why my railroad will not grade properly on this bank as it had on the other(I mirrored them exactly but with different results, it is maddening).  If you look closely enough, the south side RHW on the West bank is slightly higher than the parallel north stretch of RHW, it is kinda humped where the other is a nice grade straight down.

     

    I can actually live with this extremely slight discrepancy, once some buildings or anything for that matter even just trees are built around it, not even I will notice "the hump".  It would be nice to find a solution though, but not necessary.

     

     

    This West bank is nothing but trouble for me and any help would be appreciated, thanks in advance.

     

    Posted here under advice from A Nonny Moose.

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    Not sure if this is a NAM issue, I do not think it is, but anyway.

    That's a quirk with building bridges being built in that fashion; Oftentimes, bridges will want to be built one tile longer than you want it to be. It has no relation to the RHW whatsoever.

    Refer to https://www.sc4devotion.com/forums/index.php?topic=13185.msg380687#msg380687 to work around it, or (what I would do, see below) don't flatten so much land leading up to the water.

    yee55iB.jpg

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    Thank you Ganaran Inukshuk for pointing me int he right direction, I have bookmarked that SC4Devotion post for future reference.

     

    The fruits of your efforts to help me are below:

     

    East bank:

    simcity4201304111238598.jpg

     

    The West bank:

    simcity4201304111238478.jpg

     

    Hmm, now I wonder if I can get rid of the two sided light posts somehow?  Funny how this works, one problem leads to another.  You wouldn't know anything about that would you?

     

    Also the DrawPaths is now operating fine, that is quite mysterious indeed, maybe it had something to do with the way the bridge was being drawn...

     

    I will update the post I made in the general discussion section, I will also post the link you provided to me so that anyone else who encounters this problem will have access to the workaround. 

     

    Thanks again.

     

    Now about those light posts.... :P

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    I'll admit I was too lazy to read through this whole thread to figure out if anyone else has been experiencing the same problem.

     

    Anyway, when I go to build rail viaduct puzzle pieces the game will just crash.

     

    Any solutions? 

     

    Thanks,

     

    James

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    Anyway, when I go to build rail viaduct puzzle pieces the game will just crash.

    That could mean a million different things, so I can't determine all that much unless you give the circumstances of the crash...

    As in, did placing down a single piece crash the game, or did you put a piece somewhere and it caused a crash?

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    Okay the problem may be more specific than that. The game seems to crash when the puzzle pieces come in contact with the road network (aka I hove over the road while I have the puzzle piece selected.) I've attached a photo of where I'm trying to build the railway.

     

    8642953901_e37367a940_b.jpg

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    The hover-crash problem is a known issue, actually; it's been around for a while, and seems intractable.

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